using UnityEngine; using System.Collections; using UnityEngine.UI; using GCGame.Table; public class AucationResultItem : MonoBehaviour { #region public Image _ItemQuality; public Image itemIcon; public Image markBG; public Text itemName; public Text hadPutIntoCount; public Text resultDesc; #endregion public int snatchId = -1; public int curIndex = -1; public int curGroup = -1; public void InitItem(AucationResultItemInfo info, int index) { curIndex = index; snatchId = info.snatchId; curGroup = info.curGoingGroup; Tab_SnatchTreasure snatchTab = TableManager.GetSnatchTreasureByID(snatchId, 0); if(snatchTab == null) { return; } Tab_CommonItem commonItem = TableManager.GetCommonItemByID(snatchTab.ItemId, 0); if(commonItem == null) { return; } itemName.text = commonItem.Name + "X" + snatchTab.ItemNum; // 物品名称 LoadAssetBundle.Instance.SetImageSprite(itemIcon, commonItem.Icon); //itemIcon LoadAssetBundle.Instance.SetImageSprite(_ItemQuality, GCGame.Utils.GetItemQualityFrame(commonItem.Quality)); if (commonItem.QualityEffect > 0) { CommonItemContainerItem.ShowQualityEffect(true, commonItem.QualityEffect, itemIcon.transform); } else { CommonItemContainerItem.ShowQualityEffect(false, commonItem.QualityEffect, itemIcon.transform); } hadPutIntoCount.text = StrDictionary.GetClientDictionaryString("#{47024}", info.selfHadPutIntoCount);//"已投入" + info.selfHadPutIntoCount + "份"; if(info.state == 1) { resultDesc.text = StrDictionary.GetClientDictionaryString("#{47025}");//"等待开奖";//进行中 }else { if(info.winerName.Equals(GameManager.gameManager.PlayerDataPool.MainPlayerBaseAttr.RoleName)) { resultDesc.text = StrDictionary.GetClientDictionaryString("#{47026}");//"夺宝成功";//获奖 } else { resultDesc.text = StrDictionary.GetClientDictionaryString("#{47027}");//"夺宝失败";//未获奖 } } } public void OnItemClick() { if (SelfAucationResultInfoPanel.Instance) { SelfAucationResultInfoPanel.Instance.OnResultItemClick(snatchId, curIndex, curGroup); } } //设置当前按钮的背景遮罩 public void InitItemState(bool isOn) { if(isOn) { if(!markBG.isActiveAndEnabled) { markBG.gameObject.SetActive(true); } }else { if(markBG.isActiveAndEnabled) { markBG.gameObject.SetActive(false); } } } }